I should have mentioned that the "don't want a slew of new features smacking me in the face each week" is more due to the cadre of friends with whom I play. To call some of them technophobes would be far too strong but saying that updates make some of them rather nervous would be highly accurate. The reason any of that matters to me is that I'm the techoguru for most of the group and when new things come up, I always feel that I need to be the one to explain/help/fix/unfix problems (not from peer demands but just because I'm wired that way). IOW, fewer changes = less down time and more game time. As changes are rolled out about once a month (much faster when school is out or when the change is a critical bug fix), it keeps interruptions to game flow to a minimum.
OpenRPG 1.7x is in a feature freeze right now with most updates being minor improvements to existing features. 1.8 is still in alpha and so while it boasts a number of new features, it's not available for general use yet.
So, the last update was a feature improvement and some small fixes for previous feature improvements.
Oh, I completely forgot to mention: For me, personally, one of the strong points of OpenRPG is that every user has full access to the source code. When I come across a bug, I can track down where the problem is and suggest a fix or even submit the fix myself.
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As to suggesting updates, make it more like OpenRPG?
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Seriously, if I could write a dice roller that would handle GURPS rolls as elegantly as my OpenRPG roller along with having an easy way to update all my character rolls (I currently export the node as XML, do my editing in a text editor and then reload the node...makes for very fast editing for a large number of skill rolls) then I would take a serious look at selling MapTool to my cohorts.